I 100% agree with suppression, It would be a game changer, but I strongly disagree with unflipping vehicles. You should be punished for careless driving and you are. Mby if they add push animations and make it so that like 3 or more people have to push it at the same time to unflipp it. then mby. But magical Unflip, I hope not... One thing that I would really love to see is vehicles being able to get stuck in mud and towing, but thats more for A4 suggestion... And a bit better gunplay, something like insurgency sandstorm mby...
When there's desync issues, dodgy collision meshes on certain modded maps and other such issues which make your car flip when it really shouldn't, having the unflip option is a godsend. That, and if you flip your car from reckless driving, chances are you've screwed your transmission or engine,and you won't be going far anyways.
A subtle effect or a louder crack would really add to the “oh shit I’m being shot at “. Those Arma 3 suppress mods are a most use for me when I play too
Great video, as usual! Big thumbs up to your suggestions (except for vehicle unflip - no unflip incentivises you to drive like you have some skin in the game!). I would love to see a much better group / squad / team structure implementation and potential fast travel to your leader. Would also be good to see rank experience have more consequential benefits. I would also want to see some restrictions on some movements like strafing (it always seems ridiculous to see dudes skipping from side to side like they’re not carry 40kg of gear) and also a 1st person “peak” ability like standing on tip-toes to see over an obstacle, etc
In Insurgency your aiming deadzone is also tied partially to your camera movement, so when you aim to the right, your gun will move to the right side of the screen, but your camera will also trail along behind, providing a very smooth and organic way to decentralize aiming. You can mock this up in Arma 3 by binding the "look left/right" control to mouse movement and then tanking your horizontal sensitivity, but there's no way to make it work on the vertical axis
My suggestion: There should be a finite amount of supplies on the island, and new supplies would then have to be delivered onto the island by AI-controlled ships or aircraft (or trains and trucks for inland maps) that spawn on the edge of the map and are able to be destroyed by the enemy team once they pass certain bounds and are then considered "in-game". Game start mechanics should be the same: each team (except FIA) should have to conduct an amphibious landing at the start of the game (or drive onto the map in a convoy / come in on a troop train for inland maps). Also, why are there no official boats yet? Very odd not to just have a medium sized speedboat with an MG on it for each team. Especially given the BTR can already float.
It'll probably be similar though not 100% what you have in mind for the future, in the road map their end goal is base building anywhere on the island, not pre-determined spots as it is currently, also they don't have everything they want to add to the game yet. They haven't been able to implement AI commanding yet.
In general I like drama, so bring on POW's and civilians! Great suggestions over all, and very powerfull to show mods already showing the way! I also like seasons. Love to see a bit more staggered escalation in the game, meaning there is a stepped progression to say more powerfull tools or reinforcements (Player controlled AI squads?) to be earned by each team, including things like ships offering naval bombardments. Respawning is a bit of challange to get right in a game like this. What can make being a lone survivor far away worth the effort? Is it your stealthy journey back to friendly lines? is it the intel or sapper action you can plan locally on doing? Can you find a civilian bicycle to sneak back or forward? What makes your retreval worth it to your friendly forces? Maybe there should be an incentive to go into enemy terretory and one to bring it back to home base, rewarding the whole journey? Maybe retreving the team mate's dogtags to HQ would yield that amount of more respawns for your team? So when your team gets wiped out, the lone survivor can retreve his mates dogtags and being rewarded x more spawns for their team. The team would start out with say a 128 spawns and have at al times 32 players. If no tags are retreved each player has about 4 lives. To encourage a long productive live he should be able to earn upgrades, tools, and rank yielding more responsibilities. One special thing, I really love to see is the ability to give great or cool stuff to other players. Doing good for the team should be rewarded by the team, not only by the game.
I too really wanted dragging or carrying of downed teammates, it is unfortunate we did not get it with the medical update, HOWEVER I have seen references and comments pointing towards a dragging system that could be implemented in the near future possibly!
I want the AI to have little bubbles they can walk to on the sandbags and other items you place that are used for cover around your base so they could dynamically take cover and stuff and help defend I believe that would be an amazing future
Well technically on large scale games like squads, Hell ley loose, BF series, you technically respawn as another soldier, the knowledge you jave could count as like intell that was overseering your previous "life" by either higher commands or your others still alives units, in close proximity to your previous "life" and give it back to you.
Morning fog or dynamic seasons would be amazing, and I see no reason why it couldn't be implemented by devs considering the advanced rain/wetness system. having snow/ice form over terrain materials and vegetation textures transition to autumn, winter and summer presets would be amazing, a dense green forest in the spring to a leafless forest in winter. I doubt reforger will receive this but i truly think that it would be a missed opportunity if A4 doesnt have it
I can imagine the difference between foliage in the winter vs summer making a huge difference, even choosing an appropriate camo for tall ferns or muddy woodland
hopefully if Everon makes a comeback in A4 the map will be updated with seasons & better vegetation variation. Everon from OFP had beeches, chestnut & oak trees.
something I wished for in arma 3 was the ability to create your own units. as a Zeus, being able to use the arsenal to make unique units and unit groups could really help with dynamic games. I don't always want CSAT, what if I want a specific group of enemies with specific kits? if you could create your own it would allow for much better gameplay.
Squad is right not only in suppression, but also in the overall system of weapon behavior and player movement. Weapons in Squad shoot more tasty and juicier - there is a visual simulation of the weight of the weapon in the hands, inertia and “inertial return” - you can feel the muscle effort compensating the behavior of the weapon relative to the points of emphasis (stock, forearm, bipod) - you literally feel how differently balanced AK, AR and L-86A2. For a long time, ARMA had a problem even with the feeling of weight - any weapon felt in your hands as if it had the weight of a plastic toy. Now in Reforger it looks noticeably better, but it still loses to Squad in this aspect. And the same goes for movement. In Squad you feel the spring when running, jumping and landing (I would introduce a mechanic to reduce or ignore damage from falling from a medium height when looking at the landing point). You also have much better control over the movement of your in-game avatar. Let's be honest - one of the weakest aspects of ArmA has always been the overcomplicated movement of the player model. You cannot quickly and smoothly change the position point - you will always be forced to make several additional micro-movements, wasting a lot of time before you get to the desired point on the ground. I believe that in ARMA this happens due to the fact that you control primarily the legs of the player model, like a puppet, which is only then duplicated by the camera (attached to the model’s head), and not vice versa, as is done in more controlled shooters - with a limited camera plane which the model duplicates. In ArmA, all foot steps are predetermined changes in position in space and you cannot smoothly move at least half of this step you need, and the camera tied to the model’s eyes only worsens this situation. In short, the main point of movement should be the camera and not the model. The model should just be a display stand-in for this position. Sry my G-Translate
Gunplay needs to be improved, but I think that they shouldnt copy squad, but rather Insurgency Sandstorm... Also they could mby polish some reload animations...
Squad has always been a bit too "bouncy" in my opinion, almost like your character just isn't using the stock at all. I think they should go a bit more for tarkov with the weapons. just a little bit more camera movement and sight misalignment would go a long way (and some chunkier sound effects wouldn't hurt). Tarkov example of the FAL for exaggerated recoil to show my point better (also i like the FAL): ruclips.net/video/-nv4uAWxV-k/видео.htmlsi=le_CvTJsjRHt_MII I've only played 3 not reforger so i can't fully comment on the movement, but i think the complex movement is a pretty significant part of arma being arma, You get used to it after a while and it gives you a lot of options. I do think it could use a bit more momentum for precise small movements though, yes.
@@jimdog8294 and in Squad the guns feel exactly that 6-7 pounds, including recoil force. For a long time, ArmA had almost no visual simulation of weight, effort, the feeling of internal mechanisms and inertia - it was just the shaking of the tip of the barrel of an almost weightless gun.
Flipping vehicles is something I'm hoping for as well. With a nice flipping animation of the character pushing against the car and all. Maybe you wouldn't be able to flip humvees and BTRs, but the little jeeps and UAZs seem doable.
i think this game has a great platform, modders, new players, and Arma veterans to make this game greater then we ever thought. It had its rough start, but i vision this game as good or BETTER than Arma 3. Cheers, great video!
Aiming deadzone is cool, but I don't like the way A3 does it. I would like the aim is still centered on the screen, but your body actually not pointing to where you're aiming at. Like turret in a vehicle.
I agree, if reforger was to do something that not only made the gun move more naturally but also look good and be practical on the screen I would be very pleased, right now it feels very static
I wish we had the ability to move the unconscious gunner on the Humvee to the back so that the teammate in the back of the vehicle could heal him and the other could take over on the gun
it's a game needs even some "poetic licenses" VDV blue beret with tishanka (the shirt in white and blue stripes), head olive drab band for US faction, ak74U, kiparis and mp5 smg, 1pn58 night vision, and so on
@@StevenSeagul783 there's already ammo boxes/crates for every type of ammo ingame. What I'd love to see for vehicles is more specific reparation points/animations, like having to physically remove the spare wheel to change a flat tire, opening the hood to repair engine, crawling underneath or using the elevated vehicle platforms to repair drivetrain etc.
@@meuhey I thought you meant you knew something about the devs for sure implementing loose ammo like in day z where you have to manually load your mags cartridge for cartridge
In Conflict mode, I welcome any mechanics that add value to a player's life. Retreat, surrender, or simply not rushing toward an objective should be difficult but fair choices to make.
I believe BI should work on a type of "Distant grass" shader (Maybe a LOD grass layer with a simple wind animation which is visible only 150m+ . Your model stays underneath the LOD grass layer but it makes the grass above you move as you do). The big problem i see with this are snipers which will be completely invisible when they dont move, but there are a million ways to counter that (scope glint is first thing that comes to my mind but i am not a huge fan of this solution)
For me it's the eden editor, I've sunk 3k+ hours into Arma 3 since it came out in Alpha and most of that has been creating scenarios because I'm just not someone who enjoys multiplayer that much. I can see why they're waiting for Arma 4 though, disappointing as it is, I really want to see what the new engine can do
I have an idea for people using the generic load out on conflict. Every time you spawn you should get the same equipment but it should just randomize the clothing every time you spawn
I would like to see other islands like Malden, Kolgujev and Nogova. After this, I'm pretty sure the community could bring the old OFP campaing to Reforger.
Lots of hints points towards a full Malden archipelago remake including minor islands like Le Doigt, Iles Charles and Les Trois Soeurs. I really hope they find a way to merge all islands map into one huge map (except Kolgujev) , also the ports and sea beds in Reforger are very detail that also points towards eventual ships coming to A4.
1. Suppression needs to come organically, not by debilitating your avatar and making you unable to play. In the end, if people dont care about their lives, its not because its "just a game", its because there is no reason to care as you can always freely respawn and try again. Making a players death more meaningful will make caring for it a lot more important. 2. Map markers. While i think that would be a good feature for currentforger, its a BANDAID imo. Id much rather have people get used to drawing whats going on on the map themselves. And that means better marking tools (what we got rn is extremely limited and clunky). 3. Rearrange furniture. Dude......so yes......
i love how strong the AI is at the moment. Really need to take a tactival approach with 3-4 people now. smaller servers 32 people is so perfect at the moment. I wish they would tweak the cars still, trucks still feel weak uphill. I would love some suprresion like in SQUAD at the moment. Most of all, they should fix the fcking crashes. battling for 2 hours to gain the upper hand then suddenly getting server crashes just suuucks
dude. great idea to see everyone’s location on respawn screen. atm its like where tf is everyone?! where do i need to be 🧐. also ive often thought about the idea of being able to capture pow’s and hancuff them. maybe have them be able to use a shovel and build the base like some sort of slave 😆. maybe thats too politically incorrect idk but id fuck with that 😆. anyway, as always lovin the content dude ✌️
'Painting' trenches and fortifications would be nice. Instead of having to place individual components and compositions, why cant i 'paint' an area with fortification or barricade types. Stronghold had a great system for this. Trenches, wire, tank traps, dragons teeth, h-barriers, sandbags, etc...
Aiming with both eyes is not a thing when using ironsights. You have to aim with one eye closed while using ironsights if you everwish to hit anything. That said, for reddots this is one of their biggest benefits, they allow aiming wiith both eyes open
Hey Ironbeard, i just wanted to ask if you've played the Tutorial/Training scenario recently? I did because there's an achievement on xbox for completing it, but the weapons in it sound completely different then outside of it, so i dont know if it's an oversight or (possibly) a hint at whats to come eventually in the future.
I agree with suppression would be nice but I think it’s stupid in most games how it’s implemented with your screen getting so blurry you can’t see because it’s unrealistic and honestly dumb. But if it was just like in Arma 3 when the first couple shots turn around your screen black then yeah but so blurry you can’t see is dumb doesn’t happen IRL
@@cramz5269 I mean squad slots. You need to select a particular role and then you’re limited to your gear based on that. A sniper can’t get around with a M16 with UGL, etc
Weather should have an effect in gameplay, for instance mud could reduce movement speed for players or vehicles can get stuck, this kind of things, I would also love to see some sort of survival mechanic, MRE, body temp, etc.
ARMA4 mods will fix it all. For Reforger - is a shooter. But would agree with _some_ suppression (rank based) and map/mission editors. Aiming and motion inertia - deeply missing in most games. Cheat maps and civilians - both are a crime. Surrender mechanics is good - will it work in a shooter?
What was absolutely devastating and disappointing for me personally is that with all this content and how far they have cone with reforger there's literally no way to play solo and keep ur progress saved. I can't do conflict solo as I can't save game , I can't play game master as I like to set up missions for myself and carry 9n progress and can't save game. I can't save combat ops literally one of hardest games to play and it takes tens 9f hrs sometime days to get through a good immersed mission and somehow BI have yet to give us a way to keep all out hard work. I get that game is EA but cmon man basic saving ability would be much appreciated
For Arma Reforger nowadays scale (Everon map) is unecessary Jets. It's about priorities and not prohibitive. But for now, 2024/25, with to much important details to think and work around, jets for me is absolutely "a side quest'.
Yeah it was terrible as they had an issue with the garage system getting rid of dead bodies and vehicles. The amount of stuff on the ground made the server FPS get terrible which affected hit registration bad. BUT they just updated the garbage system like 5 days ago and now theres 0 issues with hit registration now.
@@UncleLester0618 Im gonna call you out as a liar (sorry) because on servers with more than 80 players it's still happening almost in every contact with the enemy... maybe 1 in 10 dies ''normaly''. Powerbits server is completely unplayable with 128 players. Sadly only playable servers are Russian PODVAL's.
@@YT159YT powerbits servers have been trash since day 1. They dont pay for the proper ram to run their server. Id suggest trying out the vietnam server or playing official arland as the bodies clear as needed and the servers run just fine.
@@YT159YT maybe your new(sorry) but powerbits is the server thats known to suck in the reforger community. Its like one of the only servers youll see half of everyone disconnect for no reason.
Suppression blows goats. I can assure you that a bullet being fired in your general direction will not fuck your eyesight up to that extent. They are not mini flash bangs. A trained warfighter (which is what our characters are supposed to be simulating) does not constantly lose their ability to see when being fired upon. I would prefer the characters in my video games DID NOT shit their pants and lay face down in a hole until "it all stopped" or have their eyes fill with tears from the trauma - Fuck that! Give us some shake, some particle effects, and haze, but let me stand up and return fire effectively. Jesus Fuckin Christ, this is a war game not a stroke simulator. ARMA 3 doesn't deserve that BS, and neither do any other decent tactical experiences. Suppression is poop.
Suppression mechanic makes no sense for a game like Arma, dying is your punishment, if you don’t take cover while taking suppressive before, it is your fault
I 100% agree with suppression, It would be a game changer, but I strongly disagree with unflipping vehicles. You should be punished for careless driving and you are. Mby if they add push animations and make it so that like 3 or more people have to push it at the same time to unflipp it. then mby. But magical Unflip, I hope not... One thing that I would really love to see is vehicles being able to get stuck in mud and towing, but thats more for A4 suggestion... And a bit better gunplay, something like insurgency sandstorm mby...
I agree, there should be unflip, but it should require lots of dudes to do it. Probably like 4-6 men.
When there's desync issues, dodgy collision meshes on certain modded maps and other such issues which make your car flip when it really shouldn't, having the unflip option is a godsend.
That, and if you flip your car from reckless driving, chances are you've screwed your transmission or engine,and you won't be going far anyways.
I think the repair vich should be able to flip stuff
I have 3k hours in ARMA 3 and 1.5 in ARMA 2. They need an unflip half the time shit just flips over
recovery vehicles.
Suppression would definitely be a game changer, something it really needs
I have mentioned this to other people on the reforger discord and they are all like “nah it’s realistic as it is”
even a subtle effect would be cool
The suppression already exists, it’s called common sense, this isn’t squad
A subtle effect or a louder crack would really add to the “oh shit I’m being shot at “. Those Arma 3 suppress mods are a most use for me when I play too
Suppression is a MUST.
Great video, as usual! Big thumbs up to your suggestions (except for vehicle unflip - no unflip incentivises you to drive like you have some skin in the game!). I would love to see a much better group / squad / team structure implementation and potential fast travel to your leader. Would also be good to see rank experience have more consequential benefits. I would also want to see some restrictions on some movements like strafing (it always seems ridiculous to see dudes skipping from side to side like they’re not carry 40kg of gear) and also a 1st person “peak” ability like standing on tip-toes to see over an obstacle, etc
In Insurgency your aiming deadzone is also tied partially to your camera movement, so when you aim to the right, your gun will move to the right side of the screen, but your camera will also trail along behind, providing a very smooth and organic way to decentralize aiming. You can mock this up in Arma 3 by binding the "look left/right" control to mouse movement and then tanking your horizontal sensitivity, but there's no way to make it work on the vertical axis
Deformable terrain would be sick! Like craters or building trenches
My suggestion: There should be a finite amount of supplies on the island, and new supplies would then have to be delivered onto the island by AI-controlled ships or aircraft (or trains and trucks for inland maps) that spawn on the edge of the map and are able to be destroyed by the enemy team once they pass certain bounds and are then considered "in-game".
Game start mechanics should be the same: each team (except FIA) should have to conduct an amphibious landing at the start of the game (or drive onto the map in a convoy / come in on a troop train for inland maps).
Also, why are there no official boats yet? Very odd not to just have a medium sized speedboat with an MG on it for each team. Especially given the BTR can already float.
Love it!
It'll probably be similar though not 100% what you have in mind for the future, in the road map their end goal is base building anywhere on the island, not pre-determined spots as it is currently, also they don't have everything they want to add to the game yet. They haven't been able to implement AI commanding yet.
Theirs a few boat mods I’ve used in Vietnam severs they can be a game changer if you have a few radiomen
Some of this doesn't add up realistically and wouldn't really make sense with the game.
In general I like drama, so bring on POW's and civilians!
Great suggestions over all, and very powerfull to show mods already showing the way!
I also like seasons.
Love to see a bit more staggered escalation in the game, meaning there is a stepped progression to say more powerfull tools or reinforcements (Player controlled AI squads?) to be earned by each team, including things like ships offering naval bombardments.
Respawning is a bit of challange to get right in a game like this.
What can make being a lone survivor far away worth the effort? Is it your stealthy journey back to friendly lines? is it the intel or sapper action you can plan locally on doing? Can you find a civilian bicycle to sneak back or forward? What makes your retreval worth it to your friendly forces?
Maybe there should be an incentive to go into enemy terretory and one to bring it back to home base, rewarding the whole journey?
Maybe retreving the team mate's dogtags to HQ would yield that amount of more respawns for your team? So when your team gets wiped out, the lone survivor can retreve his mates dogtags and being rewarded x more spawns for their team. The team would start out with say a 128 spawns and have at al times 32 players. If no tags are retreved each player has about 4 lives. To encourage a long productive live he should be able to earn upgrades, tools, and rank yielding more responsibilities.
One special thing, I really love to see is the ability to give great or cool stuff to other players. Doing good for the team should be rewarded by the team, not only by the game.
I hope they can do something about distant grass too
I too really wanted dragging or carrying of downed teammates, it is unfortunate we did not get it with the medical update, HOWEVER I have seen references and comments pointing towards a dragging system that could be implemented in the near future possibly!
There’s a carry mod most servers use not all reforger is best with mods highly recommend it
I would really like to see a bigger map released with Arma 4. I like the smaller maps but at least one big one would be nice
Try the tactical warfare server 2 it’s Ukraine and it’s HUGE I mean huge it’s literally the biggest map I’ve seen on reforger😭
I’ll look into it
Your voice in this kind of narrative is so cool, man. keep going!
I want the AI to have little bubbles they can walk to on the sandbags and other items you place that are used for cover around your base so they could dynamically take cover and stuff and help defend I believe that would be an amazing future
Well technically on large scale games like squads, Hell ley loose, BF series, you technically respawn as another soldier, the knowledge you jave could count as like intell that was overseering your previous "life" by either higher commands or your others still alives units, in close proximity to your previous "life" and give it back to you.
Morning fog or dynamic seasons would be amazing, and I see no reason why it couldn't be implemented by devs considering the advanced rain/wetness system. having snow/ice form over terrain materials and vegetation textures transition to autumn, winter and summer presets would be amazing, a dense green forest in the spring to a leafless forest in winter. I doubt reforger will receive this but i truly think that it would be a missed opportunity if A4 doesnt have it
I can imagine the difference between foliage in the winter vs summer making a huge difference, even choosing an appropriate camo for tall ferns or muddy woodland
hopefully if Everon makes a comeback in A4 the map will be updated with seasons & better vegetation variation. Everon from OFP had beeches, chestnut & oak trees.
something I wished for in arma 3 was the ability to create your own units. as a Zeus, being able to use the arsenal to make unique units and unit groups could really help with dynamic games. I don't always want CSAT, what if I want a specific group of enemies with specific kits? if you could create your own it would allow for much better gameplay.
Squad is right not only in suppression, but also in the overall system of weapon behavior and player movement. Weapons in Squad shoot more tasty and juicier - there is a visual simulation of the weight of the weapon in the hands, inertia and “inertial return” - you can feel the muscle effort compensating the behavior of the weapon relative to the points of emphasis (stock, forearm, bipod) - you literally feel how differently balanced AK, AR and L-86A2. For a long time, ARMA had a problem even with the feeling of weight - any weapon felt in your hands as if it had the weight of a plastic toy. Now in Reforger it looks noticeably better, but it still loses to Squad in this aspect.
And the same goes for movement. In Squad you feel the spring when running, jumping and landing (I would introduce a mechanic to reduce or ignore damage from falling from a medium height when looking at the landing point). You also have much better control over the movement of your in-game avatar. Let's be honest - one of the weakest aspects of ArmA has always been the overcomplicated movement of the player model. You cannot quickly and smoothly change the position point - you will always be forced to make several additional micro-movements, wasting a lot of time before you get to the desired point on the ground. I believe that in ARMA this happens due to the fact that you control primarily the legs of the player model, like a puppet, which is only then duplicated by the camera (attached to the model’s head), and not vice versa, as is done in more controlled shooters - with a limited camera plane which the model duplicates. In ArmA, all foot steps are predetermined changes in position in space and you cannot smoothly move at least half of this step you need, and the camera tied to the model’s eyes only worsens this situation.
In short, the main point of movement should be the camera and not the model. The model should just be a display stand-in for this position.
Sry my G-Translate
Gunplay needs to be improved, but I think that they shouldnt copy squad, but rather Insurgency Sandstorm... Also they could mby polish some reload animations...
Squad has always been a bit too "bouncy" in my opinion, almost like your character just isn't using the stock at all. I think they should go a bit more for tarkov with the weapons. just a little bit more camera movement and sight misalignment would go a long way (and some chunkier sound effects wouldn't hurt).
Tarkov example of the FAL for exaggerated recoil to show my point better (also i like the FAL): ruclips.net/video/-nv4uAWxV-k/видео.htmlsi=le_CvTJsjRHt_MII
I've only played 3 not reforger so i can't fully comment on the movement, but i think the complex movement is a pretty significant part of arma being arma, You get used to it after a while and it gives you a lot of options. I do think it could use a bit more momentum for precise small movements though, yes.
Dude, rifles are only like 6-7 pounds there isn’t much weight
@@jimdog8294 and in Squad the guns feel exactly that 6-7 pounds, including recoil force. For a long time, ArmA had almost no visual simulation of weight, effort, the feeling of internal mechanisms and inertia - it was just the shaking of the tip of the barrel of an almost weightless gun.
Flipping vehicles is something I'm hoping for as well. With a nice flipping animation of the character pushing against the car and all. Maybe you wouldn't be able to flip humvees and BTRs, but the little jeeps and UAZs seem doable.
i think this game has a great platform, modders, new players, and Arma veterans to make this game greater then we ever thought. It had its rough start, but i vision this game as good or BETTER than Arma 3. Cheers, great video!
Aiming deadzone is cool, but I don't like the way A3 does it. I would like the aim is still centered on the screen, but your body actually not pointing to where you're aiming at. Like turret in a vehicle.
I agree, if reforger was to do something that not only made the gun move more naturally but also look good and be practical on the screen I would be very pleased, right now it feels very static
I wish we had the ability to move the unconscious gunner on the Humvee to the back so that the teammate in the back of the vehicle could heal him and the other could take over on the gun
it's a game needs even some "poetic licenses" VDV blue beret with tishanka (the shirt in white and blue stripes), head olive drab band for US faction, ak74U, kiparis and mp5 smg, 1pn58 night vision, and so on
Telnyashka m88 and possible KMLK over suits have indeed been confirmed by devs!
I'm really surprised they didn't add loose ammo like in DayZ SA, going back to the Arma 3 way of doing it seems like such a step back.
it's a detail they will add later just like vehicle damage/working wipers/rolling down windows
@@meuheyhow do you know?
@@StevenSeagul783 there's already ammo boxes/crates for every type of ammo ingame. What I'd love to see for vehicles is more specific reparation points/animations, like having to physically remove the spare wheel to change a flat tire, opening the hood to repair engine, crawling underneath or using the elevated vehicle platforms to repair drivetrain etc.
@@meuhey I thought you meant you knew something about the devs for sure implementing loose ammo like in day z where you have to manually load your mags cartridge for cartridge
In Conflict mode, I welcome any mechanics that add value to a player's life. Retreat, surrender, or simply not rushing toward an objective should be difficult but fair choices to make.
I believe BI should work on a type of "Distant grass" shader (Maybe a LOD grass layer with a simple wind animation which is visible only 150m+ . Your model stays underneath the LOD grass layer but it makes the grass above you move as you do). The big problem i see with this are snipers which will be completely invisible when they dont move, but there are a million ways to counter that (scope glint is first thing that comes to my mind but i am not a huge fan of this solution)
For me it's the eden editor, I've sunk 3k+ hours into Arma 3 since it came out in Alpha and most of that has been creating scenarios because I'm just not someone who enjoys multiplayer that much. I can see why they're waiting for Arma 4 though, disappointing as it is, I really want to see what the new engine can do
I have an idea for people using the generic load out on conflict. Every time you spawn you should get the same equipment but it should just randomize the clothing every time you spawn
I wanna see ground rumbeling /shaking being next to or in vehicles if thats even possible on this engine
I would like to see other islands like Malden, Kolgujev and Nogova. After this, I'm pretty sure the community could bring the old OFP campaing to Reforger.
This would be out of the question for devs in reforger, but maybe they make reappearance in A4?
Lots of hints points towards a full Malden archipelago remake including minor islands like Le Doigt, Iles Charles and Les Trois Soeurs. I really hope they find a way to merge all islands map into one huge map (except Kolgujev) , also the ports and sea beds in Reforger are very detail that also points towards eventual ships coming to A4.
1. Suppression needs to come organically, not by debilitating your avatar and making you unable to play. In the end, if people dont care about their lives, its not because its "just a game", its because there is no reason to care as you can always freely respawn and try again.
Making a players death more meaningful will make caring for it a lot more important.
2. Map markers. While i think that would be a good feature for currentforger, its a BANDAID imo. Id much rather have people get used to drawing whats going on on the map themselves. And that means better marking tools (what we got rn is extremely limited and clunky).
3. Rearrange furniture. Dude......so yes......
10:35
Uh oh, I can already see how this would turn out lol
Yeah lets no give Arma players access to woman and children civilians.
That’s the exact reason there are no women and children in Arma 3. They are absent not because BI didn’t have the imagination, but because they did!
i love how strong the AI is at the moment. Really need to take a tactival approach with 3-4 people now. smaller servers 32 people is so perfect at the moment.
I wish they would tweak the cars still, trucks still feel weak uphill. I would love some suprresion like in SQUAD at the moment.
Most of all, they should fix the fcking crashes. battling for 2 hours to gain the upper hand then suddenly getting server crashes just suuucks
dude. great idea to see everyone’s location on respawn screen. atm its like where tf is everyone?! where do i need to be 🧐. also ive often thought about the idea of being able to capture pow’s and hancuff them. maybe have them be able to use a shovel and build the base like some sort of slave 😆. maybe thats too politically incorrect idk but id fuck with that 😆. anyway, as always lovin the content dude ✌️
Gun jamming feature will so f cool
'Painting' trenches and fortifications would be nice.
Instead of having to place individual components and compositions, why cant i 'paint' an area with fortification or barricade types.
Stronghold had a great system for this.
Trenches, wire, tank traps, dragons teeth, h-barriers, sandbags, etc...
I think planes have way more possibilities with troop/ supply/ equipment drops
Aiming with both eyes is not a thing when using ironsights. You have to aim with one eye closed while using ironsights if you everwish to hit anything. That said, for reddots this is one of their biggest benefits, they allow aiming wiith both eyes open
Hey Ironbeard, i just wanted to ask if you've played the Tutorial/Training scenario recently? I did because there's an achievement on xbox for completing it, but the weapons in it sound completely different then outside of it, so i dont know if it's an oversight or (possibly) a hint at whats to come eventually in the future.
Great video!
Bro, your points are slamming the table with some weight!
Great video my man!
I agree with suppression would be nice but I think it’s stupid in most games how it’s implemented with your screen getting so blurry you can’t see because it’s unrealistic and honestly dumb. But if it was just like in Arma 3 when the first couple shots turn around your screen black then yeah but so blurry you can’t see is dumb doesn’t happen IRL
Yeah, man in hell, let loose suppression is actually very viable and can make the difference between winning and losing a point
Good points, thank you!
What about fixed roles per “squad”? Like marksman, grenadier, etc?
Mods have that but you can make you’re own kit pretty easy too
@@cramz5269 I mean squad slots. You need to select a particular role and then you’re limited to your gear based on that. A sniper can’t get around with a M16 with UGL, etc
Thumbs up! I agree
At 3:23 you underestimated the countless "leaders" in each Arma Discord Unit. Some of them are nice, but most **are complete trashfires...**
Weather should have an effect in gameplay, for instance mud could reduce movement speed for players or vehicles can get stuck, this kind of things, I would also love to see some sort of survival mechanic, MRE, body temp, etc.
The editor yesss
ARMA4 mods will fix it all.
For Reforger - is a shooter. But would agree with _some_ suppression (rank based) and map/mission editors.
Aiming and motion inertia - deeply missing in most games. Cheat maps and civilians - both are a crime. Surrender mechanics is good - will it work in a shooter?
The steam thing is to do with Xbox modding. Keeping the game accessible is key to its success
I'm missing a lot the civilians too.
I think it mostly arma 4 suggestions.
Reforger will not going far from current state
A lot of this is already fixed for modded. Except suppression , and the medic system! It needs to be more advanced
I wish this wasn’t so buggy. It would be top tier.
I think resporning should be disabled when you are injured to give a use for medics and field hospitals.
I would simply like a option in the main menu to change the place mods download to
Im too smooth brained to figure it out 😂
So in simply, you want ACE.
What was absolutely devastating and disappointing for me personally is that with all this content and how far they have cone with reforger there's literally no way to play solo and keep ur progress saved. I can't do conflict solo as I can't save game , I can't play game master as I like to set up missions for myself and carry 9n progress and can't save game. I can't save combat ops literally one of hardest games to play and it takes tens 9f hrs sometime days to get through a good immersed mission and somehow BI have yet to give us a way to keep all out hard work. I get that game is EA but cmon man basic saving ability would be much appreciated
Aiming dz is in reforger if you freelok
Im tired of vests eating all my direct hits but i get hit once and im unconscious
Rubberbanding should be fixed with something different because I CANT
I'd love to see arma but on the scale of foxhole
Surrendering is must have!
For Arma Reforger nowadays scale (Everon map) is unecessary Jets. It's about priorities and not prohibitive. But for now, 2024/25, with to much important details to think and work around, jets for me is absolutely "a side quest'.
Suppression = immersion
Eden ist gamemaster now
11:30 there is clearly visible how broken hit register really is in Arma Reforger.... What a shame.
Yeah it was terrible as they had an issue with the garage system getting rid of dead bodies and vehicles. The amount of stuff on the ground made the server FPS get terrible which affected hit registration bad. BUT they just updated the garbage system like 5 days ago and now theres 0 issues with hit registration now.
@@UncleLester0618 Im gonna call you out as a liar (sorry) because on servers with more than 80 players it's still happening almost in every contact with the enemy... maybe 1 in 10 dies ''normaly''. Powerbits server is completely unplayable with 128 players. Sadly only playable servers are Russian PODVAL's.
@@YT159YT powerbits servers have been trash since day 1. They dont pay for the proper ram to run their server. Id suggest trying out the vietnam server or playing official arland as the bodies clear as needed and the servers run just fine.
@@YT159YT maybe your new(sorry) but powerbits is the server thats known to suck in the reforger community. Its like one of the only servers youll see half of everyone disconnect for no reason.
the trailers are cool and all that but its so clunky in the game still lmao
Suppression is controversial if it's not former call of duty players complaining I'll be pissed.
Bushes need to visually shake, slow down player movement and make wayyyy more sound when in them. I'm so tired of this hiding in bushes meta.
The games not worth playing with the amounf of server crashes, cant enjoy even one full game without a crash
Suppression blows goats. I can assure you that a bullet being fired in your general direction will not fuck your eyesight up to that extent. They are not mini flash bangs. A trained warfighter (which is what our characters are supposed to be simulating) does not constantly lose their ability to see when being fired upon. I would prefer the characters in my video games DID NOT shit their pants and lay face down in a hole until "it all stopped" or have their eyes fill with tears from the trauma - Fuck that! Give us some shake, some particle effects, and haze, but let me stand up and return fire effectively. Jesus Fuckin Christ, this is a war game not a stroke simulator. ARMA 3 doesn't deserve that BS, and neither do any other decent tactical experiences. Suppression is poop.
😈 Promo SM
Nah civilian will be used and abused by players
Suppression mechanic makes no sense for a game like Arma, dying is your punishment, if you don’t take cover while taking suppressive before, it is your fault
Throwing off your aim is just stupid. No to suppression.